looks and sounds incredible!
Cool concept, looks appetizing! I donāt think Iāve seen an entry in this genre before that isnāt themed around violence. Neat.
you might enjoy Balatro ![]()
Thanks!! ![]()
Iāve been putting a lot of work into the animations, and Carolyn (the artist) has been working really hard on the sprites and backgrounds.
Itās been really fun getting the game into a presentable state, but Iām looking forward to switching my focus back to gameplay when I return from SYCL.
I wrote up a quick postmortem on the announce here:
TLDR: I learned a lot but I hit my wishlist targets, and am now working on gameplay so I can eventually release a free demo! Iām also working on some tech that will make the demo trailer easier to put together when itās time. ![]()
I really love the art style, it looks so good. Straight into my Steam wishlist!
Also, thanks for AYCB/SDL. Iām using it to learn 3D graphics and I always read your open source code related to game dev and Iām learning a lot ![]()
I really love the art style, it looks so good. Straight into my Steam wishlist!
Thanks!! ![]()
Also, thanks for AYCB/SDL. Iām using it to learn 3D graphics and I always read your open source code related to game dev and Iām learning a lot
No problem! Itās been fun working with others instead of just making stuff for myself.
Itās especially nice that people have been contributing backends for platforms I donāt have at home. This might make it possible for me to ship a mac build if I also upstream the changes @alanza PRād to my shader workshop back into my engine to make it compatible with MoltenVK.
(Iāll get to the relevant open mac PRs on AYCB/SDL soon, just need to find the time & borrow a mac to test on.)
then IāLL be cooking!
that is iāll be cooking when i play your game. since it is called now youāre cooking
Thatās good to know, the game is done in ZIG completely. Good job.
Youāve used a translation service, but how do you implement those different languages in your software?
@rickygai thanks!! ![]()
I do depend on some C/C++ libraries like SDL and the shaders are written in GLSL, but everything else is Zig. The external C libraries and GLSL shaders are still built from source by the Zig build system, gotta be able to cross compile for all my targets. ![]()
(Iām also planning on rewriting the shaders in Zig as the SPIRV backend and vector ergonomics improve.)
@flow I keep all my āmessagesā in a separate JSON file and reference them by tagged union in game. Iāll probably switch this over to ZON, I was thinking translation studios might accept JSON but I think they just prefer spreadsheets so Iād have to convert it regardless.
The JSON file doesnāt just store raw strings, it has a markup language, so you can write things like āincrease card value by {dollars}ā in the localization data. This way the translators can reorder the substitution to match the grammar of the target language. The message type is a tagged union rather than an enum so that I can get type safety for the substitions. Iām not sure how I feel about this, I might end up refactoring it into something more dynamic.
The source code is here. Iām using this in game today with dummy text, but I havenāt actually had the localization studio translate the in game text since Iām still working on it (just the coming soon page is translated atm). In other words, while I do use this code every day, it wonāt be fully battle tested until nearer to release.
Professional translation companies should have no trouble with json, so donāt rush to make tooling until you decide who youāre contracting with. (I worked for Lionbridge for a bit not too long ago).